CapnZapp
Legend
Corrected that for you.To you it's not a punishment, but to some but not all players it is. I can tell you from experience that being 1 to 2 levels behind everyone else SUCKS for me.
Corrected that for you.To you it's not a punishment, but to some but not all players it is. I can tell you from experience that being 1 to 2 levels behind everyone else SUCKS for me.
Corrected that for you.
The beer, pop and chips I offer when they play are free.
The levels, though, they earn.
No.
Whatever you think, a 10% (2 out of 20) difference cannot be the difference between "being much less of a threat" and "eating up your PCs".
4E may be balanced and non-swingy, but if your observation were true, the game would for all practical purposes be completely independent of luck.
Remember there is a significant probability remaining between rolling one lower or one higher than the average (over the course of a single fight; less than a hundred rolls or so).
What you're implying more or less requires you to replace all d20 rolls with a static result of 11. This is clearly not the case.
Best Regards,
Zapp
It's not just the + to hit, it is the combination of all of the other things I (and another poster repeated) listed - feats, extra powers, magic items etc.
For example -
When my wizard leveled from 3 - 4 he went from having a + 4 to hit (+3 int and 1/2 level) to +7 (+4 int, 1/2 level and gaining a magic item).
My armour class increased from 14 (cloth, +3 int, 1/2 level) to 18 (leather (feat) +4 int, 1/2 level)
A level 4 character is significantly more powerful than a level 2.
If the OP and his group are having fun then that is great, but it is not an insignificant thing to have large level disparities in a group. The OP asked for advice about encounter make up for his group and we pointed out one problem he has.
I've been mostly playing LFR games, which group players together into level ranges. 1-4 being the first. In the games that I have played in, the level difference has had some effect on the game play for lower level players, but really it hasn't been that dramatic. In a game with a full range of players (some 4's, some 1's, some in between), and playing the modules as high level, the level 1's can have some survivability problems. Though we were a bit light on healer's in that game also (my 2nd level TacLord being the only leader). Level 2 characters really didn't seem to have the same trouble.
I actually decided that everyone is always at the highest XP value for my games to prevent exactly this problem. I see no reason to 'punish' players who can't always show up, and encounter balancing is a lot easier. 1-2 levels of difference might not seem much, but I'm planning to work the tiers into my storyline (so the minute they hit level 11 the scale will change), and I really don't envy the level 9 players who are in the same party as a level 11 character.
It's not a punishment. While I use an accelerated leveling rate, they still must earn the levels. So, about every 4-6 hard encounters everyone there gets a level.
To you it's not a punishment, but to the player it is. I can tell you from experience that being 1 to 2 levels behind everyone else SUCKS.
Doubtful. We are a bit more old-school than the average D&Der.
As one old-school DM to another: it's not much fun to play a PC that has little chance of contributing meaningfully. IIWY, I'd level 'em all up equally. If you want to reward those players that always show up, give the players that always show up the better magic items. Simple, effective, and allows everyone to contribute and have fun.